It first started after I had read the Star Wars VI comic book I had found on one of our secluded shelves. A feeling came, inspiring me to create a game. In that time, also, my brother had started coding his game. I watched him coding and creating artworks of ship parts (their very nice and intricate). Then I realized that it's pretty hard to make those kind of artworks. I was discouraged. But another thought came to me: Why not create a game that I need not to create images? Yes! Why not...... characters! Text! Chars! And so it begun.
The game's concept is quite simple. The one most important entity of the game is the char(character). It can build bigger entities when many of them are connected. It forms virtually everything in this game: from parts to ships; form particles to explosions. The char is most basic building block of the game that's why the game is called CharWars.
Entities and Hierarchy
The char forms all entities of CharWars. Here is a diagram showing the hierarchy of some of the game's entities:
Char --> Parts (weapons, thrusters, connectors, etc.) --> Controllable Entities (ships, drones, sentries, etc.)
--> Particles --> Explosions | Weapon Particles (beams, "missiles", etc.)
--> Static Bodies
I'm still thinking it over.
The game is written in C++ with SFML as the "official" graphics and sound and everything else API, and Box2D for the physics engine. I also borrowed some pieces of my brothers code.
I will post every development of the game in an interval of a week. I kindly ask for your suggestions. Comments to the developments are freely accepted. Thanks folks!